branchsbox/shadowcache-cs2cancel
13 Commits over 0 Days - ∞cph!
Print actual lightdesc for shadow map on debug markers, cleanup
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
Remove all atlas downsampling bullshit, not even being used
Backport shadowcache from CS2
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now
Time sliced shadows + shadow caching
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline
Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect
lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved
Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply
Pass per view lighting constants to shadow, transition barriers to fog
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply
Pass per view lighting constants to shadow, transition barriers to fog
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved
Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline
Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect
lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
Time sliced shadows + shadow caching
Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
Remove all atlas downsampling bullshit, not even being used
Backport shadowcache from CS2
Remove all atlas downsampling bullshit, not even being used
Backport shadowcache from CS2